Introduction to 3D using AS3 - Page 2
       by kirupa  |  15 March 2009

In the previous page, you learned what manipulating the various axes will do. Now that you have a good overview of how to think about the 3D functionality in Flash, it's about time we looked at the code.

Looking at the Code
Let's first start with something simple. To set the position of your element across all three axis, just follow your instance name with the x, y, or z property:

movieClip.x = 20;
movieClip.y = 50;
movieClip.z = 100;

The above code moves your movie clip to the 20, 50 position with a depth of 100. In other words, your movie clips moves a bit to the top-right and becomes smaller.

The other common task that you will perform is actually rotating your element across all three of the axes. That is handled by the rotationX, rotationY, and rotationZ properties.

movieClip.rotationX = 180;
movieClip.rotationY = -45;
movieClip.rotationZ = 90;

The following diagram shows you what your rotation would look like when you adjust the rotationX, rotationY, and rotationZ properties:

Rotation is a bit interesting. In my examples describing the three axes, I've stated that the z axis is perpendicular to your computer screen, and in my example of you swimming, I said that the z value is the equivalent to how deep you are diving. When you begin to rotate the x, y, and z axes, mapping between the real world and what your content actually looks like will become difficult. Just keep that in mind when you encounter code that skews the 3d representation.

That's all there is to it. Setting the above six properties that I've shown you will allow you to create some neat effects that gives your old 2D elements some 3D attention!

Things to be Aware Of
Despite the coolness of all this, there are some limitations to how much you can do in Flash without resorting to writing a lot of extra code or looking at using 3rd-party 3d libraries.

All 3D Content Gets Converted into a Bitmap
One of the drawbacks of the 3d functionality in Flash is that whatever element you are attempting to manipulate in 3D space is automatically converted from a vector into a bitmap. If you ever set any of the z, rotationX, rotationY, and rotationZ properties, Flash will rasterize the affected elements into a bitmap.

A perfect vector shape such as the four squares that I've been using throughout this tutorial looks pretty good when viewed at its default size. Once you start zooming in, notice that the classic banding/blurring associated with bitmaps are visible:

Besides the visual artifacts, as you can imagine from manipulating actual images instead of vectors, performance suffers a bit as well.

Intersections aren't Possible
When shapes move in three dimensions, interesting collisions and intersections are possible. Unfortunately, this is something that isn't possible with the functionality available today. For example, imagine you have two parallel rectangles placed near other as shown below:

If I were to rotate the blue rectangle, in the real world, it would seem like a portion of the blue rectangle's edge will go through the yellow rectangle that is directly adjacent to it. Instead, what happens is that the blue rectangle rotates without taking the yellow rectangle into account:

This looks a little weird. It is almost as if each element has its own 3d universe based on its z-order instead of coexisting in one large universe where interactions and collisions are possible.

Conclusion
I really hope this article helped you to understand conceptually how the x, y, and z axes are treated in Flash. The concepts are really the difficult part to fully wrap your head around. As you saw, the code itself is fairly straightforward. Even something like the example I showed on the first page is very easy to create, and I've provided the source file for that below:

Download Final Source

Just a final word before we wrap up. If you have a question and/or want to be part of a friendly, collaborative community of over 220k other developers like yourself, post on the forums for a quick response!

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